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Everything posted by Gryphon
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Gryphon replied to Starwaster's topic in KSP1 Mod Releases
In olden times, the shallow reentry was good. Now, it is not good. A shallow reentry has a lower peak heat, but it adds heat to your vessel for much longer. A steep reentry (15-20km periapsis or lower) has a higher peak heat, but the heating is much shorter. Basically, you want to be as steep as you can get without A) squashing your Kerbals from the G-forces of the deceleration, or hitting the ground before decelerating enough to deploy parachutes(though I think you'd need quite a bit of initial velocity to achieve this). Also, you can get hot enough to cook your ablative material (and eventually your ship) by making your gravity turn too aggressive during ascent. I know this because I have done it.- 5,919 replies
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Which fairing are you using? There's Conic and Egg-Shaped Fairings which can decouple, as well as Conic and Egg-Shaped Fuselage Fairings that don't decouple. Since I am a little slow about this, I created a ModuleManager patch file in my GameData directory to change the names of the detachable fairings, so that I couldn't miss that fact: @PART[KzProcFairingSide1]:NEEDS[ProceduralFairings]:AFTER[ProceduralFairings] { @title = Egg-Shaped Detachable Fairing } @PART[KzProcFairingSide2]:NEEDS[ProceduralFairings]:AFTER[ProceduralFairings] { @title = Conic Detachable Fairing } Feel free to use it if you wish.
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[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Gryphon replied to Papa_Joe's topic in KSP1 Mod Releases
It's pretty straightforward, actually. You should be able to transfer through any parts that make sense, such as capsules, adapters, docking ports, and a few others. Some parts don't let you transfer if the docking port is attached to a wall instead of the end (such as the mk1pod). If you dock two ships, then you will have to open the hatches between the ships before you can transfer (via right-click on the part). Hatches close automatically when you undock. Clicking on the CLS button will show a visualization of the selected living space on the active vessel, to help you suss out what's connected. -
Rescue Samson Kerman from orbit around Kerbin
Gryphon replied to icecat2005's topic in KSP1 Gameplay Questions and Tutorials
If you are clawing, you probably will also want to look at the Stock Bug Fix Mod, which now has a "ModuleGrappleNodeFix" that might help. -
I believe that's from the RemoteTech Contract pack. You'll probably get a faster, more accurate answer by asking in that thread.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Gryphon replied to ferram4's topic in KSP1 Mod Releases
It's better than bad, it's good!- 14,073 replies
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- aerodynamics
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Is there a 1.25m diameter KIS container that I am not seeing? The first one I see is the big box, and that doesn't match up with my poor little rockets. Also, is it possible to a add a KIS container to a command pod? Perhaps my Module-Manager-fu is weak, but I was trying to add a little KIS container, just large enough to fit a tool in, to the mk1pod, and I have failed. (Both of these are because I want to be able to send a tool to orbit without needing to send another Kerbal along with it.)
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Gryphon replied to Claw's topic in KSP1 Mod Releases
I use the heat shields and conformal decouplers from DRE. -
AFAIK, you should be able to drag the connector into the Kerbal's own inventory. Of course, the Kerbal needs to be an engineer, and will need a tool, too.
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I don't know if it's the issue you are seeing, but there's a stock bug that does thermal calcs poorly on some objects. The latest FAR ("Goldstein") includes a partial workaround for that (I think because Ferram got sick of people bugging him about it, thinking it was FAR).
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Is it exploding because it overheats or something else? Are you using the latest version of PF, and what other mods are you using? When this happens, are you seeing errors in the output.log?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Gryphon replied to ferram4's topic in KSP1 Mod Releases
Keep in mind that some mods, including FAR, have had problems when installed via CKAN. You might try manually installing your mods (especially FAR) to make sure that is not is the cause of your issue. - - - Updated - - - Oh, and I'd suggest following the instructions found here so that you can a) maybe fix your problem yourself, and provide the information required for folks to help you with your problem. In addition to those instructions, make sure you identify the minimum set of mods required to reproduce your issue. (In this case, that would ideally be only FAR and the mod providing the part you see issues with.) Speaking of that, isn't Kashcorp responsible for like 5 different mods? Which one are you having an issue with?- 14,073 replies
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Ah, I understand your meaning. It's not about how many parts are available, it's how many parts you have to put on your rocket. I can understand that.
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Well, then maybe the whole radar part idea can wait until someone says, "I want to do a radar part." pffffff. (Admittedly, this "pffffff" is coming from a KSP player who only uses one mod that just adds parts, because I just couldn't resist Nertea's .... Mark IV spaceplane bits. Well, then there's also Universal Storage, but I don't really think of it as just a part pack.)
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Gryphon replied to Paul Kingtiger's topic in KSP1 Mod Releases
ooooOOOOOooooh! I have bookmarked that link, thanks! -
If you decide to add such a capability, I think it would be great if it requires some sort of radar part that uses electricity. (at least as an options - certainly there could be an easy mode that didn't require an additional part).
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[1.0.4]Better Buoyancy v1.4 - obsolete as of 1.0.5; 7/29/15
Gryphon replied to ferram4's topic in KSP1 Mod Releases
I am using the v1.3 release in KSP 1.0.4 with no problems. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Gryphon replied to Starwaster's topic in KSP1 Mod Releases
I'm not precisely sure which problem you are describing, but if it's "going near orbital speeds while still in the upper atmosphere" leading to lots of heat? Then that might be DRE. I haven't tried a launch profile that aggressive with the current DRE, but I've burnt a ship with previous versions by making my turn too low. And before you ask, yes, that would be realistic.- 5,919 replies
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This is the procedural fairings thread. You want the Procedural Parts thread.
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Yeaaaaah, about that. I just went looking in the KIS 1.2 User Guide included with KIS 1.2.0, and I can't find instructions on how to make a pipe in there. (Please prove me wrong.) So, here's what worked for me: Once you have a connector attached to each ship, and they are close enough, right click on the connector and select "Link." A potential pipe will appear from the connector to your Kerbal. It will be green if it's currently able to be connected, red if it's not (such as passing through your ship, or too long). Go near the other connector, right click on it, select "Link," and if it's able to connect, a pipe will appear between the connectors, causing your ships to become docked. Be wary of torque across the pipe connection. (For my test, the ships were built with the connectors already attached, and Jeb (pilot, not engineer) ran the pipe without any tools equipped.) As far as I can see, it's the "CC-R2 Connector port," and it's a KAS part.
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Which fairing are you using? There's Conic and Egg-Shaped Fairings which can decouple, as well as Conic and Egg-Shaped Fuselage Fairings that don't decouple. Since I am a little slow about this, I created a ModuleManager patch file in my GameData directory to change the names of the detachable fairings, so that I couldn't miss that fact: @PART[KzProcFairingSide1]:NEEDS[ProceduralFairings]:AFTER[ProceduralFairings] { @title = Egg-Shaped Detachable Fairing } @PART[KzProcFairingSide2]:NEEDS[ProceduralFairings]:AFTER[ProceduralFairings] { @title = Conic Detachable Fairing } Feel free to use it if you wish.
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In the Player's Guide, there's the List of Parts, and if you're using the Root range model with the suggested RangeMultiplier of 0.5, then there's the chart at the bottom of the RemoteTech Options.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Gryphon replied to TaranisElsu's topic in KSP1 Mod Releases
It's probably the known stock bug where very small parts apparently become victim of a problem with the heat calculations. -
parts [1.12.x] Asteroid Recycling Technologies
Gryphon replied to RoverDude's topic in KSP1 Mod Releases
Right now, the bees love it.